2,642 research outputs found
Rate-Distortion Analysis of Multiview Coding in a DIBR Framework
Depth image based rendering techniques for multiview applications have been
recently introduced for efficient view generation at arbitrary camera
positions. Encoding rate control has thus to consider both texture and depth
data. Due to different structures of depth and texture images and their
different roles on the rendered views, distributing the available bit budget
between them however requires a careful analysis. Information loss due to
texture coding affects the value of pixels in synthesized views while errors in
depth information lead to shift in objects or unexpected patterns at their
boundaries. In this paper, we address the problem of efficient bit allocation
between textures and depth data of multiview video sequences. We adopt a
rate-distortion framework based on a simplified model of depth and texture
images. Our model preserves the main features of depth and texture images.
Unlike most recent solutions, our method permits to avoid rendering at encoding
time for distortion estimation so that the encoding complexity is not
augmented. In addition to this, our model is independent of the underlying
inpainting method that is used at decoder. Experiments confirm our theoretical
results and the efficiency of our rate allocation strategy
Optimization of Occlusion-Inducing Depth Pixels in 3-D Video Coding
The optimization of occlusion-inducing depth pixels in depth map coding has
received little attention in the literature, since their associated texture
pixels are occluded in the synthesized view and their effect on the synthesized
view is considered negligible. However, the occlusion-inducing depth pixels
still need to consume the bits to be transmitted, and will induce geometry
distortion that inherently exists in the synthesized view. In this paper, we
propose an efficient depth map coding scheme specifically for the
occlusion-inducing depth pixels by using allowable depth distortions. Firstly,
we formulate a problem of minimizing the overall geometry distortion in the
occlusion subject to the bit rate constraint, for which the depth distortion is
properly adjusted within the set of allowable depth distortions that introduce
the same disparity error as the initial depth distortion. Then, we propose a
dynamic programming solution to find the optimal depth distortion vector for
the occlusion. The proposed algorithm can improve the coding efficiency without
alteration of the occlusion order. Simulation results confirm the performance
improvement compared to other existing algorithms
Livrable D5.2 of the PERSEE project : 2D/3D Codec architecture
Livrable D5.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D5.2 du projet. Son titre : 2D/3D Codec architectur
Representation and coding of 3D video data
Livrable D4.1 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.1 du projet
Livrable D4.2 of the PERSEE project : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architecture
51Livrable D4.2 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.2 du projet. Son titre : Représentation et codage 3D - Rapport intermédiaire - Définitions des softs et architectur
High-Level Synthesis Based VLSI Architectures for Video Coding
High Efficiency Video Coding (HEVC) is state-of-the-art video coding standard. Emerging applications like free-viewpoint video, 360degree video, augmented reality, 3D movies etc. require standardized extensions of HEVC. The standardized extensions of HEVC include HEVC Scalable Video Coding (SHVC), HEVC Multiview Video Coding (MV-HEVC), MV-HEVC+ Depth (3D-HEVC) and HEVC Screen Content Coding. 3D-HEVC is used for applications like view synthesis generation, free-viewpoint video. Coding and transmission of depth maps in 3D-HEVC is used for the virtual view synthesis by the algorithms like Depth Image Based Rendering (DIBR). As first step, we performed the profiling of the 3D-HEVC standard. Computational intensive parts of the standard are identified for the efficient hardware implementation. One of the computational intensive part of the 3D-HEVC, HEVC and H.264/AVC is the Interpolation Filtering used for Fractional Motion Estimation (FME). The hardware implementation of the interpolation filtering is carried out using High-Level Synthesis (HLS) tools. Xilinx Vivado Design Suite is used for the HLS implementation of the interpolation filters of HEVC and H.264/AVC. The complexity of the digital systems is greatly increased. High-Level Synthesis is the methodology which offers great benefits such as late architectural or functional changes without time consuming in rewriting of RTL-code, algorithms can be tested and evaluated early in the design cycle and development of accurate models against which the final hardware can be verified
3D coding tools final report
Livrable D4.3 du projet ANR PERSEECe rapport a été réalisé dans le cadre du projet ANR PERSEE (n° ANR-09-BLAN-0170). Exactement il correspond au livrable D4.3 du projet. Son titre : 3D coding tools final repor
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